ActionScript 2.0 :: Looping This Sequence Of Timers?
May 7, 2010
I would like a lightweight script that loops through an array, counting down to the next item in the array (over and over again).
Code:
countdown_dur = new Array ( [1,20,2,20,6] );
It would be perfect if this series of countdowns could repeat until the day is then done, and then start over again at 6:29AM the following day.[edit] The countdown_dur array holds the time (in minutes) for each countdown before the next begins.
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Mar 27, 2012
As far as I understand this should work, but it's not.The situation:A timer starts with a random number to determine how long it takes for a movieClip to spawn.When it spawns a second timer starts running for 2 seconds, after these 2 seconds the movieClip needs to be removed again and the first Timer starts again, again with a random number. But the comm between the Timers isn't running smoothly...The timer does get set to it's new value, it starts counting down again, but it never fires the if statement again.
PHP Code:
private function nBallTimerHandler(e:TimerEvent):void{nBallCnt--; trace(nBallCnt);if(nBallCnt = 0)
[code].....
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Aug 5, 2009
There is probably an easier way to do this and I would be great full if someone has the solution. This code is on frame 1 and is the only frame in the .fla, I am trying to get it to start over once it finishes the last timer. What I really want to do is create a picture banner with 4 images visible at a time and each one transitions to 2 or 3 different images periodically. Is there a better way of doing this with code? I really don't want to animate this all on the time line. here is the code I have
ActionScript Code:
import fl.transitions.Tween;
import fl.transitions.easing.*;
[code].....
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Aug 18, 2011
I load a variety of swfs using the swfLoader, but most of them just display a looping image sequence. Is there a better format to use for loading files like that? (such as flv or gif)
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Dec 13, 2010
In a game I'm making the timers that I use go one speed when I run it by pushing Ctrl-Enter in Flash but when I run the external .swf file created, the timers go considerably slower.I have managed to work around this by making the timers reset at lower intervals but I would rather not have to resort to this.
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Feb 14, 2012
I am trying to seamlessly loop specific layers containing .swf or .flv movies infinitely, independent of other layers in the timeline.I have attempted to use the gotoAndPlay("x"); method, but the target layer always freezes on the last frame for about .5 seconds before executing the gotoAndPlay command. The only situation in which it doesn't freeze is when frame "x" is the first frame of the project.No other actionscript is being used anywhere else in this project
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Jan 19, 2011
I need 20 separate timers, to be used with 10 separate objects, and need to be able to start, stop, and edit the delay time of each timer separately.
My question is; would having 23 timers going on simultaneously slow the program down, and is there a quick or easy way to mass-create and mass-edit timers (arrays? for/next loops? I'm pretty new to ActionScript...)
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Dec 5, 2011
In a function that creates a new timer every time it is called, is this the correct way to dispose of it?
private var _timers:Vector.<Timer> = new Vector.<Timer>;
private var _timer:Timer
private function timer():void[code].........
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Jan 7, 2010
I developed a flash/as3 animation recently which used a couple of timers. I devved on a mac and then transferred the fla to a pc. When I output the swf from the pc it acted different.The timers were much faster
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Jan 7, 2010
I developed a flash/as3 animation recently which used a couple of timers. I devved on a mac and then transferred the fla to a pc. When I output the swf from the pc it acted different. The timers were much faster. Has anyone seen this before?
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Mar 11, 2010
I'm trying to use 2 separate timers in a flash solution (CS4, AS3). The second timer won't fire. I need 2 constant events. one could drive the other
I'm displaying a different image every x seconds. I'm fading the old image out and then fading the new image in. Unfortunately, I've not been able to get these events to work in tandem. fade in and out times are both 2 secs & need to be sequential.
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Feb 2, 2010
The issue I am running across is this: I encoded and embedded a movie clip to act as the background. There are other animations that can and will loop, as the movie resets itself. But there are some elements that I only want to run once and not repeat once the embedded movie loops (link introductions, where objects fly in and transition into the button). How can I set the one time animations to fire just once, while keeping the embedded animation on a loop?
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Feb 2, 2010
I am fairly new to Flash and I am constructing a website. The issue I am running across is this: I encoded and embedded a movie clip to act as the background. There are other animations that can and will loop, as the movie resets itself. But there are some elements that I only want to run once and not repeat once the embedded movie loops (link introductions, where objects fly in and transition into the button). How can I set the one time animations to fire just once, while keeping the embedded animation on a loop?
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Oct 21, 2009
Action Script and I am having a rough time finding the solution to making my timersloop after the last timer has completed
Here is the code:
import fl.transitions.Tween;import fl.transitions.easing.*;
var learnDone:Timer=new Timer(3000);learnDone.addEventListener(TimerEvent.TIMER,
[code]......
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Feb 8, 2010
I have a container named circleHolder_mc. Inside I have four circles named circ0_mc circ4_mc. My goal is to have each circle blink on mouseover. The closest I've got is the following code which causes all of the circles to blink at the same time.
circleHolder_mc.addEventListener(MouseEvent.MOUSE_OVER, onBlink)circleHolder_mc.addEventListener(MouseEvent.MOUSE_OUT, unBlink)
var timer:Timer = new Timer(1);timer.addEventListener(TimerEvent.TIMER, onTimer);
function onTimer(evt:TimerEvent):void{ alpha +=7;}
function onBlink(evt:MouseEvent):void{ timer.start();} function unBlink(evt:MouseEvent):void{ timer.stop(); alpha = 100;}
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Aug 30, 2011
I have this random movie player with 6 buttons that play the individual movies. The random movies have a title and a countdown timer that is working.I cannot make the timer work on the individual buttons.
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.text.TextField;[code]....
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Aug 11, 2009
I have a flex app that has several timers running for various amounts of time and for various reasons. I'd like to be able to stop all timers running if the user goes over a specified amount of time, but don't want to individually stop the timers using timer.stop(); Is there a way to stop all timers globally or find and iterate over all timers running and stop them?
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Feb 2, 2012
var LevelCode:Array = [10,20,30,40,50,60,70,80,...,990,1000];
var Piece0:Timer = new Timer(50, LevelCode[0]);
var Piece1:Timer = new Timer(50, LevelCode[1]);
...
var Piece98:Timer = new Timer(50, LevelCode[98]);
var Piece99:Timer = new Timer(50, LevelCode[99]);
I want to start Piece0 timer, Piece1 timer, etc., at the same time. I tried Piece0+Piece1.start();, but it did not work.
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Jun 18, 2009
I have a timer with a default value of 10 minutes. If the user selects some radio buttons, time should be able to change accordingly.
Problem is I don't know if it's possible to alter a timer once created. Using a switch/case I declared[code]...
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Oct 1, 2010
take an arbitrary variable, and create that number of timers, with a corresponding number of listeners? And then write a function to deal with the listeners?
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Jul 29, 2011
I keep getting this error, "Scene=Scene 1, layer=Layer 1, frame=2, Line 64')' expected".[code]
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Sep 15, 2009
I have an object that contains a timer. I do addEventListener on the timer and start the timer.At some point the object is deleted but I find that the timer keeps firing (using trace statements).What I don't get is, how come when I delete the only object that has a reference to that timer, the timer doesn't go away along with the event? Or do I have to do a removeEventListener() on the timer before removing the object for it to go away?
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Feb 23, 2010
this code is supposed to, on mouse over, move a mc 50 pixels to the right in 10 frames, and on mouse out, move it back. im also trying to take into consideration what happenes if the mouse event occurs during the movement, but im seeing some very strange behavior, draw a block on the stage and make it a movie clip and ull see what i mean. sometimes the block moves 5 pixels and stops, other times it moves untill it leaves the stage.
Code:
package
{
import flash.display.MovieClip;
[Code].....
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May 12, 2010
I prepared a educational game at flash with actionscript. I newable at flash. But i have a problem. I create a main.swf and other swf's. I call others to main.swf with addchild() code. The swf which I called has sounds inside (i called sounds from file not embedded in timeline or linkaged from library). I create also some timers on other swf files to ease my job. Timers control timeline. But not controls the sounds. The problem is that when i unload or remove the child at the stage i can clear all of the items. But timers still continuning . I search the problem at web a bit and i meet by chance the following code,
ar t:Timer = new Timer()
TimersManager.getInstance().register(t);
...
TimersManager.getInstance().stopAll();
it is for Flex i understood. But it can be possible with flash? anyone knows that how i can create a timersmanager class and register my timers on it.
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Feb 23, 2012
I wonder if you can get the number of milliseconds that have elapsed since an actionscript timer has started.I want to set a simple label in flex that has the value of how long it wil take before the timer fires (again).this is the code, at 'GET ELAPSED TIME', I need the time that the timer has been running (since it last fired the function):
var timer = new Timer (10000);
timer.addEventListener(TimerEvent.TIMER, foo);
timer.start();
[code]....
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Dec 20, 2009
I am not too sure if I can make my problem clear. I wanted to make a simple pause and play button. My main timeline will have a movie (MyMovie) with animations in it, so when I pause, I will need to pause it as well. At first, I did not have any problem, as I could just pause using both using stop() and Mymovie.stop() as well as with play() and MyMovie.play() in the main timeline.
However, after that, I used a timer in some frames in Mymovie. May I know how I can go about it? No matter how I tried, the timer will ask the movie to continue playing even with the pause button pressed once it starts. How can I ask the timer within the movie to stop?
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Jun 18, 2010
I've been having some trouble with this line of code. This is being used in an .as class file for my Ball class. I can get it to move within the main .fla by using a timers but if possible I would rather avoid the timer. I'm trying to develop a system for my FLA like this:
Ball starts at x,y
Ball moves to waypoint x,y
Ball leaves stationary copies of itself along the way forming a line as it goes.
The file will do this several times so I am trying to base this on if/else rules rather than animate it out. I feel like I should contain all movement activity within the class file and leave the waypoint rules for the main .fla. My current issue is that the code below (without the hittest) works if the FLA has a timer triggering the moveTowards function. Without the timer in the fla, it still works but the ball just warps to the destination.So I have two questions:
Is there a way to control the while loop so that it pauses at the end of each loop enough to look like the ball is moving incrementally?Is there a way for me to have a drawball function within the ball class itself or should I make a new package/class within the class file? Ideally I would have the new ball creation be relative to the "step" variable.
Code:
public function moveTowards(pX:Number, pY:Number, step:Number)
{
var dir:Number = Math.atan2(pY - y,pX - x); //find angle direction[code]...........
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Jun 1, 2011
I'm building a page that uses an array to deploy a series of timers that do a variety of things. The problem is at any point the user needs to be able to navigate away from the page and when they do they get a timer tick error. To stop this, I have been trying to write a function that stops all the timers which I can do when I write all the timers out the long way, but I'm failing when trying to stop the timers created with the array. I'm getting the following error:
ReferenceError: Error #1069: Property 3 not found on flash.utils.Timer and there is no default value.
Here is the code:
Code:
var timerRepeats:Number = 1;
var currentTimerLength:Array = [1500, 4500, 500, 1500, 1500];
var i:Number = 0;
var timerCount:Number = 0;
var totalTimers:Number = 3;
[Code] .....
I assume that this relates to my attempt to use the variable to identify each of the various timers and stop them (apparently flash is not actually creating an instance name for each of the timers like it would for a movieclip).
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Aug 27, 2010
I have a swf containing 3 scenes (all individual external swfs) at 10 second intervals. This is how I do it:
[Code].....
So after the 10 seconds are up, it goes to the next frame, where I have the same script, with another Timer variable (MyTimer2), loading another swf. Same for the 3rd scene.
All is fine, until I need to manually change scenes. I have 3 buttons, each representing a scene. When the user clicks on any of them, the scene will change to the one selected. I think you have a good idea how it works.
Now, as you might have seen it coming, the manual "override" messes up the original looping Timers. I currently have gotoAndPlay("frame") on each button, and this causes 2 Timers to run at the same time (the current Timer, and the new one).
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Jun 7, 2010
Does it run in a separate thread or the main loop? If the latter, does that mean that the Timer might not be called if the main loop is in a long-running action?More generally, what can you tell me about threads running in ActionScript? My once-a-minute Timer is called if an event-handler runs for minutes, so it is not the case that all ActionScript runs in one thread.
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